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105 lines
5.6 KiB
Plaintext
105 lines
5.6 KiB
Plaintext
/*
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Mission Template by Ghostrider [GRG]
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Mission Compositions by Bill prepared for ghostridergaming
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Copyright 2016
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Last modified 3/20/17
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\GMS\Compiles\Init\GMS_defines.hpp"
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#include "\GMS\Missions\GMS_privateVars.sqf";
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//diag_log "[GMS] Spawning Green Mission with template = default";
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_crateLoot = GMS_BoxLoot_Green;
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_lootCounts = GMS_lootCountsGreen;
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_startMsg = "An enemy research center was sighted in a nearby sector! Check the Green marker on your map for the location!";
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_endMsg = "The Sector at the Green Marker is under survivor control!";
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_markerLabel = "";
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_markerType = ["ellipse",[225,225],"GRID"];
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_markerColor = "ColorGreen";
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_markerMissionName = "Research Center";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,false]],
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["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]],
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["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]],
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["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]],
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["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]],
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["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]],
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["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]],
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["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[true,false]],
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["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]],
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["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]],
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["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]],
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["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]],
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["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]],
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["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]],
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["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]],
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["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]],
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["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]],
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["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]],
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["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]],
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["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]],
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["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[true,false]]
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]; // list of objects to spawn as landscape
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_missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_missionEmplacedWeapons =
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[
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["B_HMG_01_high_F",[27.8945,100.275,0],0,[true,false]],
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["B_HMG_01_high_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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["B_G_Mortar_01_F",[76.0586,66.9414,-3.1265],0,[true,false]]
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]; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used
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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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//[[-52.6523,15.8281,-0.00143838],4,6,"Green",4,8],
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//[[-48.6113,-38.877,-0.00143886],4,6,"Green",4,8],
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//[[18.4492,-39.5684,-0.00143838],4,6,"Green",4,8],
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//[[42.6504,31.6621,-0.00143886],4,6,"Green",4,8],
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//[[7.51563,46.4531,-0.001438864],4,6,"Green",4,8],
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[[-8.99219,-11.623,-0.00143838],4,6,"Green",4,8]
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]; // Can be used to define spawn positions of AI patrols
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_missionPatrolVehicles = [
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//[selectRandom GMS_AIPatrolVehiclesGreen,[27.8945,100.275,0],0,[true,false]],
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//[selectRandom GMS_AIPatrolVehiclesGreen,[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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[selectRandom GMS_AIPatrolVehiclesGreen,[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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]; // can be used to define the spawn positions of vehicle patrols
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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = GMS_useMines;
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_minNoAI = GMS_MinAI_Green;
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_maxNoAI = GMS_MaxAI_Green;
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_noAIGroups = GMS_AIGrps_Green;
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_noVehiclePatrols = GMS_SpawnVeh_Green;
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_noEmplacedWeapons = GMS_SpawnEmplaced_Green;
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_uniforms = GMS_SkinList;
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_headgear = GMS_headgear;
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_chanceLoot = 0.6;
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private _lootIndex = selectRandom[1,2,3,4];
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private _paralootChoices = [GMS_contructionLoot,GMS_contructionLoot,GMS_highPoweredLoot,GMS_supportLoot];
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private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]];
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_paraLoot = _paralootChoices select _lootIndex;
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_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
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//_endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear
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//_timeOut = -1;
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#include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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